You create a 20-foot-radius sphere of crackling energy centered on yourself. You are safe from the effects of the spell, but all other creatures in the area must make a Dexterity saving throw. The creature takes 8d8 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Let’s keep writing about giants, this time let’s write about following an ancient hero and learning from his wisdom. How about a archetype for fighters?

Odysseus’ Phalanx

Odysseus is an ancient hero to your people. He survived things that would easily end most men. You have dedicated yourself to following his principles and learned the ways to make and survive war!

Survivor

Beginning when you choose this archetype at 3rd level, you increase your AC by +2, regardless armor.

Side by Side

Starting at 7th level, you make yourself the focus of attacks rather then your allies. As an action, you can issue a command to all engaged enemies. If an enemy attacks you, they receive a +2 bonus to the attack, but if they do not they receive a -2 penalty to the attack. This lasts till you leave the engagement, are knocked unconscious, or until all commanded enemies are dead. This is no limit to the number of times you an do this in a day.

Shield Wall

At 10th level, when you are engaged with a target with one or more allies, you increase the AC of each ally by +2.

Superior Survivor

Starting at 15th level, your bonus to AC from the Survivor class feature increases to +4.

Arrow through the Axes

At 18th level, you increase your proficiency with weapon attacks by +2.

You gain a pool of three Feats of Strength points. You can spend these points to gain advantage on a Strength check, attack, or save, but you must choose to do so before the dice are rolled. This feat will counteract disadvantage from another source, but it will not trigger the rogues sneak attack damage. After a long rest, you regain your Feats of Strength points.

You snuff out a fire no bigger than 5 feet square. If the fire is non-magical, then the fire instantly goes out. If the fire is magical and from a spell higher then level zero, then this spell has no effect. If a character is on fire and a saving throw can end the effect, then the character gets another saving throw regardless of the spell level causing the fire effect.

Back when I played WoW, my favorite class was the ranger. I like traps and pets. We’ve got pets, now how about some traps… Let’s make a level 1 spell to help do that.

Spike Trap

1st-level conjuration

Casting Time: bonus action

Range: 50 feet

Components: V, S

Duration: 1 minute

You select a 10 foot by 10 foot area in range. That area is now filled with a small spike trap. It is hidden but can be seen with a Wisdom(perception) or Intelligence(investigate) check (DC equal to your spellcasting DC). The first creature to enter that area must make a Dexterity saving throw. On a failure it is restrained and take 2d6 piercing damage as its feet are impaled by the spikes in the area. On a success, the creature takes half damage and is not restrained.